Age | Commit message (Collapse) | Author |
|
var in math_rotation.c
|
|
|
|
|
|
|
|
without the underscores these clogged up the namespace for autocompleation which was annoying.
|
|
- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
single_axis_angle_to_mat3(mat3, axis, angle), copied out from mathutils, axis arg is a char 'X/Y/Z' rather then a vector like axis_angle_to_mat3().
|
|
|
|
use with mathutils.
|
|
floats (in most cases) otherwise cast to double.
|
|
|
|
|
|
rotation (only functional change of this commit).
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
|
|
|
|
where normalized quat was incorrectly assumed.
This would have made bug #25003 very simple to find.
- Objects had their quats normalized when calculating their matrix, this is inconstant with pose bones and isn't useful for animation.
Also it wasn't normalizing the delta rotation so these would give bad rotations.
- Converting between rotation modes BKE_rotMode_change_values() assumed normal length quat. changing quat to euler rotation for eg could change the bone.
- Clear rotation and transform were not normalizing the quat when 4d loc was disabled on quat rotation, corrected and also made it so the quat scale is restored after conversion so animations curves dont jump.
There is 1 case in mat3_to_quat_is_ok() where quat_to_mat3 on an unnormalized quat is needed, for this I had to add an ugly static function quat_to_mat3_no_assert(), but overall its worthwhile IMHO to be able to find incorrect use of rotation conversion.
|
|
|
|
- armature_mat_pose_to_bone() was missing axis-angle check.
- added loc_axisangle_size_to_mat4() for completeness.
- use 'const' prefix where possible in math rotation functions.
|
|
Curve.
use the curve's twist for follow path constraint and parent-path.
|
|
|
|
|
|
quat * quat was returning the dot product (a float), rather then the cross product.
Use BLI_math's mul_qt_qtqt() function.
|
|
also moved rotation_between_quats_to_quat into BLI_math from python mathutils.
|
|
|
|
|
|
From 2 triangles and 1 point, the relative position between the point and the first triangle is applied to the second triangle to find the target point.
the barycentric weights are calculated in 2D space with a signed area so values outside the triangle bounds are supported.
wrapped by python:
pt_to = Geometry.BarycentricTransform(pt_from, t1a, t1b, t1c, t2a, t1b, t1c)
NOTE:
- moved some barycentric weight functions out of projection painting into the math lib.
- ended up making some of the math functions use const args.
TODO:
- support exceptional cases. zero area tries and similar.
|
|
* Pre-conversion commit removing old arithb.c code, this will not compile,
next commit fixes that.
|
|
* Fix remaining issues before conversion.
* Inline various vector functions, currently enabled for all platforms.
I expect this to work in GCC/MSVC at least, if other platforms don't
support it, #ifdef's can be added.
|
|
* New header and source files.
* Still need a few tweaks before switching code to use them.
|